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Messages - gwald

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Finished Works and Works in Progress / Re: lipsync and animation
« on: August 05, 2020, 05:59:56 am »
You'll like the next one then.

Cool thread! more more! ;)

I don't want to bump an old thread:,1953.msg14329.html#msg14329

Thanks floyd, but I think I didn't express correctly what I wanted...
In fact, I have a 1024x1024 texture with a 16x16 brick on it. What I really need is to map this texture on the wall by selecting polys and automatically tile-map the (u,v) coordinates of these polygons with no need to use more than 1 material (just to speed up things on my engine).
I don't know if it is possible with current anim8or version.

This is exactly what I was hoping to do, to some degree.. in anim8or also, and my 3DS engine also uses a single texture (tile map) :D

Tile-mapping isn't possible with any 3D CG program as far as I know.
Go to edit mode and select the polys you want to UV Map (put the tiling texture on), remember that Anim8or projects UV's onto the face from the current view so you should only UV Map the polys face on so you may have to repeat on every poly.

It's old and yes niche I guess.. very much like anim8or :D
It's an older way of doing 3D texturing sure.. but old doesn't mean bad, it's far easy and quicker then UV mapping everything.

And here are some that do it:

and a blender plug in:

And thanks to Mactetra for his reply and video on discord:
Not sure i understand what you are trying to do, but using the UV tool you should be able to rotate textures however you want. Hold outside the circle and drag
to flip the image, hold inside the circle, and position the yellow cube in the orientation you want the texture projected onto the mesh
if by being "too sensitive" you mean that the texture rotates in ways you don't want. you can grab the little dots along the line of the circle to only rotate along one axis
Or is the issue that this process is too tedious, and you want to automate it?

The problem (at least for me) is getting the UV correct,  it's just not precise enough, it's too easy to be a few pixels out, also you have to be 100% above the quad, I'm not sure if the f or F do that?

I'll keep experimenting...

Hi guys,
I'm using texture tiles something like this and really need to know how to rotate textures, I see the invert image works (horizontally), but I also need a vertical flip and a combination of the two, is this a possible feature request or can it be done via a scripting? if so any tips? I saw Raxx's UVTools but that's overkill.
I'm not sure what flip u does, I couldn't see a difference.

Also, these settings are 'linked' to the image/texture, which means you have to reload the same image for each rotation combination, would be nice if these settings where moved up to material settings..

any thoughts? cheers.

Also, I was hoping I could "stamp" textures on faces but it looks like it's using the whole object in the UV instead of the faces?
Ie in texturesprob.png a stamp would be using the textures UV mapped to the poly like on the right two.

Also the UV feature doesn't help with stamping as it's too delicate.. maybe I'm using it wrong though.
Anyway, I can still use anim8or, I can just read the material names and roll my own UV coords.

Was also raised here  in 2009,1953.msg14329.html#msg14329

intelHD graphics, 3.0 MESA 18.0.5, win7 SP1 6.1, x86/mmx/sse2 as per anim8or's opengl/sys info.
I'm on an old (2012) dell i5 (quad core) with 16GB RAM, haven't felt the need to upgrade.

Hi guys,
So last time I used anim8or was in 2016 and I was able to use it in linux32 (mint 14 I think) in wine and/or Virtual box (winXP 32bit), no problems.
I'm using 64bit OS'es now and while the it loads fine and some features work.. using shapes do not or crashes or crash the VM.

I've tried running in native and the recommended XP mode in service pack 3 compatibilty option.
I've tested this in wine64, windows via VB (win7 64bit) winXP SP3 32bit and all about the same.
Stable animv0981 work fine on everything.
animv1.0 works on VB with my winXP SP3 32bit, but animv1b+ crashes
wine64: animv1.0 and above doesn't crash but doesn't render anything, as per OP

Currently the newest version that works for me is Anim8orv1.00 (May 29 2017) via VB winXP SP3.
That's good enough I guess, but would like to get on the latest.

Lastly, I have an old win7 32bit laptop and it also cant run anything newer then same v1.0.

I'm happy to test out other builds to find the issue or post logs etc.

On my old laptop, I installed mintlinux 18 32bit with wine 1.6.2 and the last build works fine.
On my mintlinux 19 64bit desktop, I removed all wine stuff, followed this:
And installed wine4.0 (1.6.2 32bit) but still has a blank screen.
Looks like you need a 32bit linux OS

update 2:
So with the above, launching wine like this worked:
export WINEARCH=win32; wine Anim8or_1357.exe

But it uses it's own .wine profile and it's not compatible with 64bit wine.. I'm not wine expert, so i have two .wine profiles, which I rename when I need either 32 or 64bit wine :/

Not a perfect solution but it's a win!

update 3:
I've renamed my wine32bit .wine folder to .wine-animator and launch like this and works great!
export WINEPREFIX=$HOME/.wine-animator; export WINEARCH=win32; wine "c:\anim8or\Anim8or_1357.exe"

General Anim8or Forum / Re: remove object from scene?
« on: July 09, 2016, 08:24:36 am »
wow too obvious  ;D
Many thanks for the quick reply 8)

General Anim8or Forum / remove object from scene?
« on: July 09, 2016, 07:30:47 am »
I must be missing something obvious ::)
I can't figure out how to remove a object from a scene :'(

General Anim8or Forum / hello
« on: June 19, 2016, 10:36:11 pm »
I'm new to Anim8or.
Good little tool, I have to say :)
And I like the .an8 text format :D

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